diff --git a/core/io/stream_peer.cpp b/core/io/stream_peer.cpp index fc00c26889d..f6c4948fc33 100644 --- a/core/io/stream_peer.cpp +++ b/core/io/stream_peer.cpp @@ -375,18 +375,18 @@ void StreamPeer::_bind_methods() { ClassDB::bind_method(D_METHOD("set_big_endian", "enable"), &StreamPeer::set_big_endian); ClassDB::bind_method(D_METHOD("is_big_endian_enabled"), &StreamPeer::is_big_endian_enabled); - ClassDB::bind_method(D_METHOD("put_8", "val"), &StreamPeer::put_8); - ClassDB::bind_method(D_METHOD("put_u8", "val"), &StreamPeer::put_u8); - ClassDB::bind_method(D_METHOD("put_16", "val"), &StreamPeer::put_16); - ClassDB::bind_method(D_METHOD("put_u16", "val"), &StreamPeer::put_u16); - ClassDB::bind_method(D_METHOD("put_32", "val"), &StreamPeer::put_32); - ClassDB::bind_method(D_METHOD("put_u32", "val"), &StreamPeer::put_u32); - ClassDB::bind_method(D_METHOD("put_64", "val"), &StreamPeer::put_64); - ClassDB::bind_method(D_METHOD("put_u64", "val"), &StreamPeer::put_u64); - ClassDB::bind_method(D_METHOD("put_float", "val"), &StreamPeer::put_float); - ClassDB::bind_method(D_METHOD("put_double", "val"), &StreamPeer::put_double); - ClassDB::bind_method(D_METHOD("put_utf8_string", "val"), &StreamPeer::put_utf8_string); - ClassDB::bind_method(D_METHOD("put_var", "val"), &StreamPeer::put_var); + ClassDB::bind_method(D_METHOD("put_8", "value"), &StreamPeer::put_8); + ClassDB::bind_method(D_METHOD("put_u8", "value"), &StreamPeer::put_u8); + ClassDB::bind_method(D_METHOD("put_16", "value"), &StreamPeer::put_16); + ClassDB::bind_method(D_METHOD("put_u16", "value"), &StreamPeer::put_u16); + ClassDB::bind_method(D_METHOD("put_32", "value"), &StreamPeer::put_32); + ClassDB::bind_method(D_METHOD("put_u32", "value"), &StreamPeer::put_u32); + ClassDB::bind_method(D_METHOD("put_64", "value"), &StreamPeer::put_64); + ClassDB::bind_method(D_METHOD("put_u64", "value"), &StreamPeer::put_u64); + ClassDB::bind_method(D_METHOD("put_float", "value"), &StreamPeer::put_float); + ClassDB::bind_method(D_METHOD("put_double", "value"), &StreamPeer::put_double); + ClassDB::bind_method(D_METHOD("put_utf8_string", "value"), &StreamPeer::put_utf8_string); + ClassDB::bind_method(D_METHOD("put_var", "value"), &StreamPeer::put_var); ClassDB::bind_method(D_METHOD("get_8"), &StreamPeer::get_8); ClassDB::bind_method(D_METHOD("get_u8"), &StreamPeer::get_u8); @@ -418,7 +418,6 @@ void StreamPeerBuffer::_bind_methods() { ClassDB::bind_method(D_METHOD("duplicate"), &StreamPeerBuffer::duplicate); ADD_PROPERTY(PropertyInfo(Variant::POOL_BYTE_ARRAY, "data_array"), "set_data_array", "get_data_array"); - } Error StreamPeerBuffer::put_data(const uint8_t *p_data, int p_bytes) { diff --git a/doc/classes/@GDScript.xml b/doc/classes/@GDScript.xml index 9a8eaf38c4d..778d4f75cf1 100644 --- a/doc/classes/@GDScript.xml +++ b/doc/classes/@GDScript.xml @@ -466,7 +466,7 @@ - + Returns a normalized value considering the given range. diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml index 6ca327b9dfe..c288e2a0c32 100644 --- a/doc/classes/AABB.xml +++ b/doc/classes/AABB.xml @@ -7,7 +7,7 @@ AABB consists of a position, a size, and several utility functions. It is typically used for fast overlap tests. - http://docs.godotengine.org/en/3.0/learning/features/math/index.html + http://docs.godotengine.org/en/3.0/learning/features/math/index.html diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml index e618e69258b..104cdb114cf 100644 --- a/doc/classes/Animation.xml +++ b/doc/classes/Animation.xml @@ -8,7 +8,7 @@ Animations are just data containers, and must be added to odes such as an [AnimationPlayer] or [AnimationTreePlayer] to be played back. - http://docs.godotengine.org/en/3.0/learning/features/animation/index.html + http://docs.godotengine.org/en/3.0/learning/features/animation/index.html diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml index 50e4e9ff2b0..4baef0a7f0d 100644 --- a/doc/classes/AnimationPlayer.xml +++ b/doc/classes/AnimationPlayer.xml @@ -7,7 +7,7 @@ An animation player is used for general purpose playback of [Animation] resources. It contains a dictionary of animations (referenced by name) and custom blend times between their transitions. Additionally, animations can be played and blended in different channels. - http://docs.godotengine.org/en/3.0/learning/step_by_step/animations.html + http://docs.godotengine.org/en/3.0/learning/step_by_step/animations.html http://docs.godotengine.org/en/3.0/learning/features/animation/index.html diff --git a/doc/classes/AudioServer.xml b/doc/classes/AudioServer.xml index c0c7f4b4eae..c078359c11c 100644 --- a/doc/classes/AudioServer.xml +++ b/doc/classes/AudioServer.xml @@ -7,7 +7,7 @@ AudioServer is a low level server interface for audio access. It is in charge of creating sample data (playable audio) as well as its playback via a voice interface. - http://docs.godotengine.org/en/3.0/learning/features/audio/audio_buses.html + http://docs.godotengine.org/en/3.0/learning/features/audio/audio_buses.html diff --git a/doc/classes/AudioStream.xml b/doc/classes/AudioStream.xml index b7ec1a017f2..7de0cb91f13 100644 --- a/doc/classes/AudioStream.xml +++ b/doc/classes/AudioStream.xml @@ -7,7 +7,7 @@ Base class for audio streams. Audio streams are used for music playback, or other types of streamed sounds that don't fit or require more flexibility than a [Sample]. - http://docs.godotengine.org/en/3.0/learning/features/audio/audio_streams.html + http://docs.godotengine.org/en/3.0/learning/features/audio/audio_streams.html diff --git a/doc/classes/BakedLightmap.xml b/doc/classes/BakedLightmap.xml index 6a8e10485f9..e193b8d89f2 100644 --- a/doc/classes/BakedLightmap.xml +++ b/doc/classes/BakedLightmap.xml @@ -5,7 +5,7 @@ - http://docs.godotengine.org/en/3.0/learning/features/3d/baked_lightmaps.html + http://docs.godotengine.org/en/3.0/learning/features/3d/baked_lightmaps.html diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml index 6d5576d9588..ed53bc85be6 100644 --- a/doc/classes/CanvasItem.xml +++ b/doc/classes/CanvasItem.xml @@ -11,7 +11,7 @@ Ultimately, a transform notification can be requested, which will notify the node that its global position changed in case the parent tree changed. - http://docs.godotengine.org/en/3.0/learning/features/2d/2d_transforms.html + http://docs.godotengine.org/en/3.0/learning/features/2d/2d_transforms.html http://docs.godotengine.org/en/3.0/learning/features/2d/custom_drawing_in_2d.html diff --git a/doc/classes/CanvasLayer.xml b/doc/classes/CanvasLayer.xml index 1533a29e54f..625fa217cad 100644 --- a/doc/classes/CanvasLayer.xml +++ b/doc/classes/CanvasLayer.xml @@ -7,7 +7,7 @@ Canvas drawing layer. [CanvasItem] nodes that are direct or indirect children of a [code]CanvasLayer[/code] will be drawn in that layer. The layer is a numeric index that defines the draw order. The default 2D scene renders with index 0, so a [code]CanvasLayer[/code] with index -1 will be drawn below, and one with index 1 will be drawn above. This is very useful for HUDs (in layer 1+ or above), or backgrounds (in layer -1 or below). - http://docs.godotengine.org/en/3.0/learning/features/2d/2d_transforms.html + http://docs.godotengine.org/en/3.0/learning/features/2d/2d_transforms.html http://docs.godotengine.org/en/3.0/learning/features/2d/canvas_layers.html diff --git a/doc/classes/CollisionShape.xml b/doc/classes/CollisionShape.xml index e2f1d813868..f7215ea09fc 100644 --- a/doc/classes/CollisionShape.xml +++ b/doc/classes/CollisionShape.xml @@ -7,7 +7,7 @@ Editor facility for creating and editing collision shapes in 3D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area] to give it a detection shape, or add it to a [PhysicsBody] to give create solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method get_shape] to get the actual shape. - http://docs.godotengine.org/en/3.0/learning/features/physics/physics_introduction.html + http://docs.godotengine.org/en/3.0/learning/features/physics/physics_introduction.html diff --git a/doc/classes/CollisionShape2D.xml b/doc/classes/CollisionShape2D.xml index 4382bc99db4..3bfa29968b1 100644 --- a/doc/classes/CollisionShape2D.xml +++ b/doc/classes/CollisionShape2D.xml @@ -7,7 +7,7 @@ Editor facility for creating and editing collision shapes in 2D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area2D] to give it a detection shape, or add it to a [PhysicsBody2D] to give create solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method get_shape] to get the actual shape. - http://docs.godotengine.org/en/3.0/learning/features/physics/physics_introduction.html + http://docs.godotengine.org/en/3.0/learning/features/physics/physics_introduction.html diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index b974ecda64b..3ce04577552 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -13,8 +13,8 @@ [Theme] resources change the Control's appearance. If you change the [Theme] on a [code]Control[/code] node, it affects all of its children. To override some of the theme's parameters, call one of the [code]add_*_override[/code] methods, like [method add_font_override]. You can override the theme with the inspector. - http://docs.godotengine.org/en/3.0/learning/features/gui/index.html - http://docs.godotengine.org/en/3.0/learning/features/2d/custom_drawing_in_2d.html + http://docs.godotengine.org/en/3.0/learning/features/gui/index.html + http://docs.godotengine.org/en/3.0/learning/features/2d/custom_drawing_in_2d.html diff --git a/doc/classes/DirectionalLight.xml b/doc/classes/DirectionalLight.xml index 74fe8e856f4..d8db6951765 100644 --- a/doc/classes/DirectionalLight.xml +++ b/doc/classes/DirectionalLight.xml @@ -7,7 +7,7 @@ A DirectionalLight is a type of [Light] node that emits light constantly in one direction (the negative z axis of the node). It is used lights with strong intensity that are located far away from the scene to model sunlight or moonlight. The worldspace location of the DirectionalLight transform (origin) is ignored, only the basis is used do determine light direction. - http://docs.godotengine.org/en/3.0/learning/features/3d/lights_and_shadows.html + http://docs.godotengine.org/en/3.0/learning/features/3d/lights_and_shadows.html diff --git a/doc/classes/Directory.xml b/doc/classes/Directory.xml index bd854dde3c1..776db64fe6f 100644 --- a/doc/classes/Directory.xml +++ b/doc/classes/Directory.xml @@ -23,7 +23,7 @@ [/codeblock] - http://docs.godotengine.org/en/3.0/learning/step_by_step/filesystem.html + http://docs.godotengine.org/en/3.0/learning/step_by_step/filesystem.html diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index 1f94ef5ddf2..6ff6053b778 100644 --- a/doc/classes/EditorPlugin.xml +++ b/doc/classes/EditorPlugin.xml @@ -7,7 +7,7 @@ Plugins are used by the editor to extend functionality. The most common types of plugins are those which edit a given node or resource type, import plugins and export plugins. - http://docs.godotengine.org/en/3.0/development/plugins/index.html + http://docs.godotengine.org/en/3.0/development/plugins/index.html diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml index f5fd874346a..fcd7b17b185 100644 --- a/doc/classes/Environment.xml +++ b/doc/classes/Environment.xml @@ -12,7 +12,7 @@ - Adjustments - http://docs.godotengine.org/en/3.0/learning/features/3d/environment_and_post_processing.html + http://docs.godotengine.org/en/3.0/learning/features/3d/environment_and_post_processing.html http://docs.godotengine.org/en/3.0/learning/features/3d/high_dynamic_range.html diff --git a/doc/classes/File.xml b/doc/classes/File.xml index 2491e3b6141..f1106f61b74 100644 --- a/doc/classes/File.xml +++ b/doc/classes/File.xml @@ -22,7 +22,7 @@ [/codeblock] - http://docs.godotengine.org/en/3.0/learning/step_by_step/filesystem.html + http://docs.godotengine.org/en/3.0/learning/step_by_step/filesystem.html diff --git a/doc/classes/GIProbe.xml b/doc/classes/GIProbe.xml index 687974ba0f7..487f0113f68 100644 --- a/doc/classes/GIProbe.xml +++ b/doc/classes/GIProbe.xml @@ -5,7 +5,7 @@ - http://docs.godotengine.org/en/3.0/learning/features/3d/gi_probes.html + http://docs.godotengine.org/en/3.0/learning/features/3d/gi_probes.html diff --git a/doc/classes/HTTPClient.xml b/doc/classes/HTTPClient.xml index e08b9022463..1c07bcf88fd 100644 --- a/doc/classes/HTTPClient.xml +++ b/doc/classes/HTTPClient.xml @@ -10,7 +10,7 @@ For more information on HTTP, see https://developer.mozilla.org/en-US/docs/Web/HTTP (or read RFC 2616 to get it straight from the source: https://tools.ietf.org/html/rfc2616). - http://docs.godotengine.org/en/3.0/learning/features/networking/http_client_class.html + http://docs.godotengine.org/en/3.0/learning/features/networking/http_client_class.html http://docs.godotengine.org/en/3.0/learning/features/networking/ssl_certificates.html diff --git a/doc/classes/HTTPRequest.xml b/doc/classes/HTTPRequest.xml index 02d74aba0be..be65600d811 100644 --- a/doc/classes/HTTPRequest.xml +++ b/doc/classes/HTTPRequest.xml @@ -8,7 +8,7 @@ Can be used to make HTTP requests, i.e. download or upload files or web content via HTTP. - http://docs.godotengine.org/en/3.0/learning/features/networking/ssl_certificates.html + http://docs.godotengine.org/en/3.0/learning/features/networking/ssl_certificates.html diff --git a/doc/classes/KinematicBody.xml b/doc/classes/KinematicBody.xml index bda749fc9d9..747c46cced1 100644 --- a/doc/classes/KinematicBody.xml +++ b/doc/classes/KinematicBody.xml @@ -9,7 +9,7 @@ Kinematic Characters: KinematicBody also has an API for moving objects (the [method move_and_collide] and [method move_and_slide] methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but that don't require advanced physics. - http://docs.godotengine.org/en/3.0/learning/features/physics/kinematic_character_2d.html + http://docs.godotengine.org/en/3.0/learning/features/physics/kinematic_character_2d.html diff --git a/doc/classes/Light.xml b/doc/classes/Light.xml index 073cc34069f..e6bf39848c4 100644 --- a/doc/classes/Light.xml +++ b/doc/classes/Light.xml @@ -7,7 +7,7 @@ Light is the abstract base class for light nodes, so it shouldn't be used directly (It can't be instanced). Other types of light nodes inherit from it. Light contains the common variables and parameters used for lighting. - http://docs.godotengine.org/en/3.0/learning/features/3d/lights_and_shadows.html + http://docs.godotengine.org/en/3.0/learning/features/3d/lights_and_shadows.html diff --git a/doc/classes/NetworkedMultiplayerPeer.xml b/doc/classes/NetworkedMultiplayerPeer.xml index 441768d6434..5a600319b11 100644 --- a/doc/classes/NetworkedMultiplayerPeer.xml +++ b/doc/classes/NetworkedMultiplayerPeer.xml @@ -7,7 +7,7 @@ Manages the connection to network peers. Assigns unique IDs to each client connected to the server. - http://docs.godotengine.org/en/3.0/learning/features/networking/high_level_multiplayer.html + http://docs.godotengine.org/en/3.0/learning/features/networking/high_level_multiplayer.html diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 657c4b443cd..e7627e11c5c 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -16,7 +16,7 @@ [b]Networking with nodes:[/b] After connecting to a server (or making one, see [NetworkedMultiplayerENet]) it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling [method rpc] with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections), with behaviour varying depending on the network mode ([method set_network_mode]) of the receiving peer. To identify which node receives the RPC call Godot will use its [NodePath] (make sure node names are the same on all peers). - http://docs.godotengine.org/en/3.0/learning/step_by_step/scenes_and_nodes.html + http://docs.godotengine.org/en/3.0/learning/step_by_step/scenes_and_nodes.html diff --git a/doc/classes/Node2D.xml b/doc/classes/Node2D.xml index 882327db0a3..17fcd093849 100644 --- a/doc/classes/Node2D.xml +++ b/doc/classes/Node2D.xml @@ -7,7 +7,7 @@ A 2D game object, with a position, rotation and scale. All 2D physics nodes and sprites inherit from Node2D. Use Node2D as a parent node to move, scale and rotate children in a 2D project. Also gives control on the node's render order. - http://docs.godotengine.org/en/3.0/learning/features/2d/custom_drawing_in_2d.html + http://docs.godotengine.org/en/3.0/learning/features/2d/custom_drawing_in_2d.html diff --git a/doc/classes/OmniLight.xml b/doc/classes/OmniLight.xml index d9f7d2c07e0..b3c3ce31e14 100644 --- a/doc/classes/OmniLight.xml +++ b/doc/classes/OmniLight.xml @@ -7,7 +7,7 @@ An OmniDirectional light is a type of [Light] node that emits lights in all directions. The light is attenuated through the distance and this attenuation can be configured by changing the energy, radius and attenuation parameters of [Light]. - http://docs.godotengine.org/en/3.0/learning/features/3d/lights_and_shadows.html + http://docs.godotengine.org/en/3.0/learning/features/3d/lights_and_shadows.html diff --git a/doc/classes/Physics2DDirectSpaceState.xml b/doc/classes/Physics2DDirectSpaceState.xml index f1086e86e86..08b10da717a 100644 --- a/doc/classes/Physics2DDirectSpaceState.xml +++ b/doc/classes/Physics2DDirectSpaceState.xml @@ -7,7 +7,7 @@ Direct access object to a space in the [Physics2DServer]. It's used mainly to do queries against objects and areas residing in a given space. - http://docs.godotengine.org/en/3.0/learning/features/physics/ray-casting.html + http://docs.godotengine.org/en/3.0/learning/features/physics/ray-casting.html diff --git a/doc/classes/PhysicsBody.xml b/doc/classes/PhysicsBody.xml index 99b5629ebaf..078512ccc94 100644 --- a/doc/classes/PhysicsBody.xml +++ b/doc/classes/PhysicsBody.xml @@ -7,7 +7,7 @@ PhysicsBody is an abstract base class for implementing a physics body. All *Body types inherit from it. - http://docs.godotengine.org/en/3.0/learning/features/physics/physics_introduction.html + http://docs.godotengine.org/en/3.0/learning/features/physics/physics_introduction.html diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml index c82e404e4f8..340422aea63 100644 --- a/doc/classes/PhysicsBody2D.xml +++ b/doc/classes/PhysicsBody2D.xml @@ -7,7 +7,7 @@ PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it. - http://docs.godotengine.org/en/3.0/learning/features/physics/physics_introduction.html + http://docs.godotengine.org/en/3.0/learning/features/physics/physics_introduction.html diff --git a/doc/classes/PhysicsDirectSpaceState.xml b/doc/classes/PhysicsDirectSpaceState.xml index d02f2261eae..88a567831b2 100644 --- a/doc/classes/PhysicsDirectSpaceState.xml +++ b/doc/classes/PhysicsDirectSpaceState.xml @@ -7,7 +7,7 @@ Direct access object to a space in the [PhysicsServer]. It's used mainly to do queries against objects and areas residing in a given space. - http://docs.godotengine.org/en/3.0/learning/features/physics/ray-casting.html + http://docs.godotengine.org/en/3.0/learning/features/physics/ray-casting.html diff --git a/doc/classes/Plane.xml b/doc/classes/Plane.xml index c69730ebee2..307049e0555 100644 --- a/doc/classes/Plane.xml +++ b/doc/classes/Plane.xml @@ -7,7 +7,7 @@ Plane represents a normalized plane equation. Basically, "normal" is the normal of the plane (a,b,c normalized), and "d" is the distance from the origin to the plane (in the direction of "normal"). "Over" or "Above" the plane is considered the side of the plane towards where the normal is pointing. - http://docs.godotengine.org/en/3.0/learning/features/math/index.html + http://docs.godotengine.org/en/3.0/learning/features/math/index.html diff --git a/doc/classes/Rect2.xml b/doc/classes/Rect2.xml index 8301891220d..4890c2bc2c9 100644 --- a/doc/classes/Rect2.xml +++ b/doc/classes/Rect2.xml @@ -7,7 +7,7 @@ Rect2 consists of a position, a size, and several utility functions. It is typically used for fast overlap tests. - http://docs.godotengine.org/en/3.0/learning/features/math/index.html + http://docs.godotengine.org/en/3.0/learning/features/math/index.html diff --git a/doc/classes/ReflectionProbe.xml b/doc/classes/ReflectionProbe.xml index 0a6f534fe68..50eca9699ac 100644 --- a/doc/classes/ReflectionProbe.xml +++ b/doc/classes/ReflectionProbe.xml @@ -5,7 +5,7 @@ - http://docs.godotengine.org/en/3.0/learning/features/3d/reflection_probes.html + http://docs.godotengine.org/en/3.0/learning/features/3d/reflection_probes.html diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml index 70631c6c615..a50d4e0393b 100644 --- a/doc/classes/RichTextLabel.xml +++ b/doc/classes/RichTextLabel.xml @@ -8,7 +8,7 @@ Note that assignments to [member bbcode_text] clear the tag stack and reconstruct it from the property's contents. Any edits made to [member bbcode_text] will erase previous edits made from other manual sources such as [method append_bbcode] and the [code]push_*[/code] / [method pop] methods. - http://docs.godotengine.org/en/3.0/learning/features/gui/bbcode_in_richtextlabel.html + http://docs.godotengine.org/en/3.0/learning/features/gui/bbcode_in_richtextlabel.html diff --git a/doc/classes/RigidBody.xml b/doc/classes/RigidBody.xml index 247be1d433c..ffc5c860744 100644 --- a/doc/classes/RigidBody.xml +++ b/doc/classes/RigidBody.xml @@ -11,7 +11,7 @@ As a warning, don't change RigidBody's position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop will yield strange behavior. - http://docs.godotengine.org/en/3.0/learning/features/physics/physics_introduction.html + http://docs.godotengine.org/en/3.0/learning/features/physics/physics_introduction.html diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml index 28eba6ae8fc..f6b8d25488d 100644 --- a/doc/classes/SceneTree.xml +++ b/doc/classes/SceneTree.xml @@ -5,7 +5,7 @@ - http://docs.godotengine.org/en/3.0/learning/step_by_step/scene_tree.html + http://docs.godotengine.org/en/3.0/learning/step_by_step/scene_tree.html http://docs.godotengine.org/en/3.0/learning/features/viewports/multiple_resolutions.html diff --git a/doc/classes/Script.xml b/doc/classes/Script.xml index bbe360cb8c9..14570ab6116 100644 --- a/doc/classes/Script.xml +++ b/doc/classes/Script.xml @@ -8,7 +8,7 @@ The 'new' method of a script subclass creates a new instance. [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes. - http://docs.godotengine.org/en/3.0/learning/step_by_step/scripting.html + http://docs.godotengine.org/en/3.0/learning/step_by_step/scripting.html diff --git a/doc/classes/Shader.xml b/doc/classes/Shader.xml index 14c47940aab..d39014fa2d4 100644 --- a/doc/classes/Shader.xml +++ b/doc/classes/Shader.xml @@ -7,7 +7,7 @@ To be changed, ignore. - http://docs.godotengine.org/en/3.0/learning/features/shading/index.html + http://docs.godotengine.org/en/3.0/learning/features/shading/index.html diff --git a/doc/classes/Shape.xml b/doc/classes/Shape.xml index 6cedfd937ca..706c66d38e0 100644 --- a/doc/classes/Shape.xml +++ b/doc/classes/Shape.xml @@ -7,7 +7,7 @@ Base class for all 3D shape resources. All 3D shapes that inherit from this can be set into a [PhysicsBody] or [Area]. - http://docs.godotengine.org/en/3.0/learning/features/physics/physics_introduction.html + http://docs.godotengine.org/en/3.0/learning/features/physics/physics_introduction.html diff --git a/doc/classes/Shape2D.xml b/doc/classes/Shape2D.xml index c835ab49221..97171fdd2cd 100644 --- a/doc/classes/Shape2D.xml +++ b/doc/classes/Shape2D.xml @@ -7,7 +7,7 @@ Base class for all 2D Shapes. All 2D shape types inherit from this. - http://docs.godotengine.org/en/3.0/learning/features/physics/physics_introduction.html + http://docs.godotengine.org/en/3.0/learning/features/physics/physics_introduction.html diff --git a/doc/classes/Spatial.xml b/doc/classes/Spatial.xml index f9e53673dc0..85298234678 100644 --- a/doc/classes/Spatial.xml +++ b/doc/classes/Spatial.xml @@ -9,7 +9,7 @@ Affine operations (rotate, scale, translate) happen in parent's local coordinate system, unless the Spatial object is set as top level. Affine operations in this coordinate system correspond to direct affine operations on the Spatial's transform. The word local below refers to this coordinate system. The coordinate system that is attached to the Spatial object itself is referred to as object-local coordinate system. - http://docs.godotengine.org/en/3.0/learning/features/3d/introduction_to_3d.html + http://docs.godotengine.org/en/3.0/learning/features/3d/introduction_to_3d.html diff --git a/doc/classes/SpatialMaterial.xml b/doc/classes/SpatialMaterial.xml index 617fc10a47e..044e6fbd186 100644 --- a/doc/classes/SpatialMaterial.xml +++ b/doc/classes/SpatialMaterial.xml @@ -5,7 +5,7 @@ - http://docs.godotengine.org/en/3.0/learning/features/3d/spatial_material.html + http://docs.godotengine.org/en/3.0/learning/features/3d/spatial_material.html diff --git a/doc/classes/SpotLight.xml b/doc/classes/SpotLight.xml index 58489cae2cc..68b2eec3a16 100644 --- a/doc/classes/SpotLight.xml +++ b/doc/classes/SpotLight.xml @@ -7,7 +7,7 @@ A SpotLight light is a type of [Light] node that emits lights in a specific direction, in the shape of a cone. The light is attenuated through the distance and this attenuation can be configured by changing the energy, radius and attenuation parameters of [Light]. TODO: Image of a spotlight. - http://docs.godotengine.org/en/3.0/learning/features/3d/lights_and_shadows.html + http://docs.godotengine.org/en/3.0/learning/features/3d/lights_and_shadows.html diff --git a/doc/classes/StreamPeer.xml b/doc/classes/StreamPeer.xml index ec11bfc6ee5..014f8b86576 100644 --- a/doc/classes/StreamPeer.xml +++ b/doc/classes/StreamPeer.xml @@ -134,7 +134,7 @@ - + Put a signed 16 bit value into the stream. @@ -143,7 +143,7 @@ - + Put a signed 32 bit value into the stream. @@ -152,7 +152,7 @@ - + Put a signed 64 bit value into the stream. @@ -161,7 +161,7 @@ - + Put a signed byte into the stream. @@ -179,7 +179,7 @@ - + Put a double-precision float into the stream. @@ -188,7 +188,7 @@ - + Put a single-precision float into the stream. @@ -206,7 +206,7 @@ - + Put an unsigned 16 bit value into the stream. @@ -215,7 +215,7 @@ - + Put an unsigned 32 bit value into the stream. @@ -224,7 +224,7 @@ - + Put an unsigned 64 bit value into the stream. @@ -233,7 +233,7 @@ - + Put an unsigned byte into the stream. @@ -242,7 +242,7 @@ - + Put a zero-terminated utf8 string into the stream. @@ -251,7 +251,7 @@ - + Put a Variant into the stream. diff --git a/doc/classes/StreamPeerSSL.xml b/doc/classes/StreamPeerSSL.xml index 6503e8ad734..23b7f715955 100644 --- a/doc/classes/StreamPeerSSL.xml +++ b/doc/classes/StreamPeerSSL.xml @@ -7,7 +7,7 @@ SSL Stream peer. This object can be used to connect to SSL servers. - http://docs.godotengine.org/en/3.0/learning/features/networking/ssl_certificates.html + http://docs.godotengine.org/en/3.0/learning/features/networking/ssl_certificates.html diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml index 58630780c8e..faecf5664cf 100644 --- a/doc/classes/TileMap.xml +++ b/doc/classes/TileMap.xml @@ -7,7 +7,7 @@ Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list of tiles (textures plus optional collision, navigation, and/or occluder shapes) which are used to create grid-based maps. - http://docs.godotengine.org/en/3.0/learning/features/2d/using_tilemaps.html + http://docs.godotengine.org/en/3.0/learning/features/2d/using_tilemaps.html diff --git a/doc/classes/Transform.xml b/doc/classes/Transform.xml index 4d093c8bfc6..1cb808532df 100644 --- a/doc/classes/Transform.xml +++ b/doc/classes/Transform.xml @@ -7,7 +7,7 @@ Represents one or many transformations in 3D space such as translation, rotation, or scaling. It consists of a [Basis] "basis" and an [Vector3] "origin". It is similar to a 3x4 matrix. - http://docs.godotengine.org/en/3.0/learning/features/math/index.html + http://docs.godotengine.org/en/3.0/learning/features/math/index.html diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml index c7ed45dfcea..ac54c2f09cc 100644 --- a/doc/classes/Vector2.xml +++ b/doc/classes/Vector2.xml @@ -7,7 +7,7 @@ 2-element structure that can be used to represent positions in 2d-space, or any other pair of numeric values. - http://docs.godotengine.org/en/3.0/learning/features/math/index.html + http://docs.godotengine.org/en/3.0/learning/features/math/index.html diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml index a0c09a752c5..dafb2151778 100644 --- a/doc/classes/Vector3.xml +++ b/doc/classes/Vector3.xml @@ -7,7 +7,7 @@ Vector3 is one of the core classes of the engine, and includes several built-in helper functions to perform basic vector math operations. - http://docs.godotengine.org/en/3.0/learning/features/math/index.html + http://docs.godotengine.org/en/3.0/learning/features/math/index.html diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index ad008a0c972..8bc89137648 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -12,7 +12,7 @@ Finally, viewports can also behave as render targets, in which case they will not be visible unless the associated texture is used to draw. - http://docs.godotengine.org/en/3.0/learning/features/2d/2d_transforms.html + http://docs.godotengine.org/en/3.0/learning/features/2d/2d_transforms.html http://docs.godotengine.org/en/3.0/learning/features/viewports/index.html diff --git a/doc/classes/World.xml b/doc/classes/World.xml index 868eed787a1..97631b8e0d4 100644 --- a/doc/classes/World.xml +++ b/doc/classes/World.xml @@ -7,7 +7,7 @@ Class that has everything pertaining to a world. A physics space, a visual scenario and a sound space. Spatial nodes register their resources into the current world. - http://docs.godotengine.org/en/3.0/learning/features/physics/ray-casting.html + http://docs.godotengine.org/en/3.0/learning/features/physics/ray-casting.html diff --git a/doc/classes/World2D.xml b/doc/classes/World2D.xml index 7abc9061aff..57f91b1fa9b 100644 --- a/doc/classes/World2D.xml +++ b/doc/classes/World2D.xml @@ -7,7 +7,7 @@ Class that has everything pertaining to a 2D world. A physics space, a visual scenario and a sound space. 2D nodes register their resources into the current 2D world. - http://docs.godotengine.org/en/3.0/learning/features/physics/ray-casting.html + http://docs.godotengine.org/en/3.0/learning/features/physics/ray-casting.html diff --git a/doc/classes/WorldEnvironment.xml b/doc/classes/WorldEnvironment.xml index 5fee1eb56a0..06a24c98d9d 100644 --- a/doc/classes/WorldEnvironment.xml +++ b/doc/classes/WorldEnvironment.xml @@ -7,7 +7,7 @@ The [code]WorldEnvironment[/code] node can be added to a scene in order to set default [Environment] variables for the scene. The [code]WorldEnvironment[/code] can be overridden by an [Environment] node set on the current [Camera]. Additionally, only one [code]WorldEnvironment[/code] may be instanced in a given scene at a time. The [code]WorldEnvironment[/code] allows the user to specify default lighting parameters (e.g. ambient lighting), various post-processing effects (e.g. SSAO, DOF, Tonemapping), and how to draw the background (e.g. solid color, skybox). - http://docs.godotengine.org/en/3.0/learning/features/3d/environment_and_post_processing.html + http://docs.godotengine.org/en/3.0/learning/features/3d/environment_and_post_processing.html diff --git a/modules/gdscript/doc_classes/GDScript.xml b/modules/gdscript/doc_classes/GDScript.xml index 31328ab8346..ba7d56a3b22 100644 --- a/modules/gdscript/doc_classes/GDScript.xml +++ b/modules/gdscript/doc_classes/GDScript.xml @@ -8,7 +8,7 @@ [method new] creates a new instance of the script. [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes. - http://docs.godotengine.org/en/3.0/learning/scripting/gdscript/index.html + http://docs.godotengine.org/en/3.0/learning/scripting/gdscript/index.html diff --git a/modules/gridmap/doc_classes/GridMap.xml b/modules/gridmap/doc_classes/GridMap.xml index 788aa5c6b33..0073631a8b0 100644 --- a/modules/gridmap/doc_classes/GridMap.xml +++ b/modules/gridmap/doc_classes/GridMap.xml @@ -10,7 +10,7 @@ A GridMap is split into a sparse collection of octants for efficient rendering and physics processing. Every octant has the same dimensions and can contain several cells. - http://docs.godotengine.org/en/3.0/learning/features/3d/using_gridmaps.html + http://docs.godotengine.org/en/3.0/learning/features/3d/using_gridmaps.html diff --git a/modules/visual_script/doc_classes/VisualScript.xml b/modules/visual_script/doc_classes/VisualScript.xml index fa94e9ef865..a037344c70a 100644 --- a/modules/visual_script/doc_classes/VisualScript.xml +++ b/modules/visual_script/doc_classes/VisualScript.xml @@ -9,7 +9,7 @@ You are most likely to use this class via the Visual Script editor or when writing plugins for it. - http://docs.godotengine.org/en/3.0/learning/scripting/visual_script/index.html + http://docs.godotengine.org/en/3.0/learning/scripting/visual_script/index.html diff --git a/scene/gui/scroll_container.cpp b/scene/gui/scroll_container.cpp index 413edca2187..33b3d464864 100644 --- a/scene/gui/scroll_container.cpp +++ b/scene/gui/scroll_container.cpp @@ -462,9 +462,9 @@ void ScrollContainer::_bind_methods() { ClassDB::bind_method(D_METHOD("set_enable_v_scroll", "enable"), &ScrollContainer::set_enable_v_scroll); ClassDB::bind_method(D_METHOD("is_v_scroll_enabled"), &ScrollContainer::is_v_scroll_enabled); ClassDB::bind_method(D_METHOD("_update_scrollbar_position"), &ScrollContainer::_update_scrollbar_position); - ClassDB::bind_method(D_METHOD("set_h_scroll", "val"), &ScrollContainer::set_h_scroll); + ClassDB::bind_method(D_METHOD("set_h_scroll", "value"), &ScrollContainer::set_h_scroll); ClassDB::bind_method(D_METHOD("get_h_scroll"), &ScrollContainer::get_h_scroll); - ClassDB::bind_method(D_METHOD("set_v_scroll", "val"), &ScrollContainer::set_v_scroll); + ClassDB::bind_method(D_METHOD("set_v_scroll", "value"), &ScrollContainer::set_v_scroll); ClassDB::bind_method(D_METHOD("get_v_scroll"), &ScrollContainer::get_v_scroll); ADD_GROUP("Scroll", "scroll_");